Manhattanguy
First Post
Hi, everyone. Long-time reader, first-time poster.
I'm going to be launching a 4E campaign shortly. My friends and I have been playing together for about 15 years now, always in the Realms. But I'm not happy with the changes taking place in the 4E Realms and have decided to create my own setting. I was really hoping for some feedback, advice, and suggestions.
I'm taking the "Points of Light" concept fairly seriously and have created a setting in which cities have been almost completely cut off from each other (due to barbarians, wandering monsters, and so forth) for several centuries. The barriers to travel and communication have recently subsided, and the cities are cautiously starting to explore and attempt to re-establish communication and trade.
The PCs would be from a reasonably large city located at the junction of two rivers. For now, I'm thinking of calling the city Three Rivers, on the theory that the ancients would have considered the combined river to be a separate body of water. I don't want to clutter this post with too much detail, but I figure that one river would run roughly west to east, while another river would flow into it from the southeast. The core of the city would be to the north of the east/west river, and would have a variety of neighborhoods, generally getting poorer and more crime-ridden as one progresses to the east. The parcel of land to the southeast (between the two rivers) would be the citadel, while the area in the south and southwest would be essentially a foreign country.
In brief, I see the city's history as follows: it was founded roughly 2,000 to 2,500 years ago as a trading outpost by a group of mercantile cities that were not interested in territorial conquest but instead planted colonies at strategic locations all over the continent, with the intent of forming a large trading network. About 1100 years ago, the city was conquered by a militaristic land-based empire whose rule was, at times, harsh. About 600 years ago, a small country led by a brilliant military tactician defeated the land-based empire and created a new, more enlightened, post-imperial realm. However, civil war broke out among his descendants, and Three Rivers traded hands numerous times over the course of decades of constant warfare. Eventually, things settled down a bit, until the barbarian and wandering monster infestation cut inter-city trade and communication for several centuries.
The city would be ruled by guilds. Each guild would be responsible for the supply and control of skilled and semi-skilled labor in a particular field; for example, there would be guilds for goldsmiths, armorers, brewers, various types of clothiers, etc. The guilds would choose the city's mayor. Some of these guilds would be more important than others, with the top dozen or so effectively forming an executive committee to "advise" the mayor. I anticipate that the inter- and intra-guild politics would be a major ongoing theme of my campaign. While I intend to give my players descriptions of maybe half a dozen guilds, I would intentionally keep a lot of this undeveloped for the time being so that my players can have input (for example, a player might want to be a member of a guild I had not considered, or it might be important to a PC's backstory that his father was a member of a particular guild and that this guild had had a problematic relationship with another guild, etc).
I also plan to build several different ethnic groups into the city. These wouldn't just be dwarves, elves, and so forth, but humans from different ancestral homelands. Notwithstanding the DMG's advice not to have more than 10 languages or so, I plan to have several local languages: the official language of the city (which would be that of the original trading network that founded the city); the court language of the militaristic, land-based empire, which would only ever have been known by the city's upper classes and would now be essentially a nearly-dead "classical" language; the "common" language of the militaristic, land-based empire, which would have been spoken by the empire's soldiers who settled on large country estates with the result that their language is now the primary language spoken in the countryside; the language of a small, tightly-knit ethnic group that immigrated to the city many centuries ago and generally tries to keep to itself while taking part in fairly menial occupations; and the language of a community of cosmopolitan, urban, upper middle class, academically-oriented people that seeded itself in all of the continent's major cities during the ascendancy of the militaristic, land-based empire.
The PCs would be recruited by the guilds to take part in expeditions to re-establish communication and trade with the outside world. I would expect their travels to become more and more ambitious as their power grows. For example, during the heroic tier, the PCs would primarily travel to relatively nearby cities and towns, but would explore to the outer edges of the continent during the paragon tier and throughout the world, and maybe even other planes, during the epic tier.
My big concern is how all this would play out during the actual adventures that the PCs took part in. That is, what's the point in sketching out all of the above if every adventure is essentially "Go into this dungeon and kill the bad guy/recover the treasure/rescue the princess"? I'm not great at designing my own adventures, but so far it seems like there aren't a hell of a lot of published adventures for 4E to choose from.
Also, I'd like to have an overall plot that gradually unfolds during the PC's careers. I'm just having trouble thinking about what that plot would be. The best thing I can come up with right now is that an order of people loyal to the now-defeated militaristic, land-based empire is trying to re-establish that empire, at the cost of the freedom of the cities throughout the continent. Maybe one or more of Three Rivers's guilds could be secretly in league with them. I'd be very grateful for some further thoughts on this or other ideas.
I'd be very interested in any and all feedback on any of the above. Thank you very much.
Manhattanguy
I'm going to be launching a 4E campaign shortly. My friends and I have been playing together for about 15 years now, always in the Realms. But I'm not happy with the changes taking place in the 4E Realms and have decided to create my own setting. I was really hoping for some feedback, advice, and suggestions.
I'm taking the "Points of Light" concept fairly seriously and have created a setting in which cities have been almost completely cut off from each other (due to barbarians, wandering monsters, and so forth) for several centuries. The barriers to travel and communication have recently subsided, and the cities are cautiously starting to explore and attempt to re-establish communication and trade.
The PCs would be from a reasonably large city located at the junction of two rivers. For now, I'm thinking of calling the city Three Rivers, on the theory that the ancients would have considered the combined river to be a separate body of water. I don't want to clutter this post with too much detail, but I figure that one river would run roughly west to east, while another river would flow into it from the southeast. The core of the city would be to the north of the east/west river, and would have a variety of neighborhoods, generally getting poorer and more crime-ridden as one progresses to the east. The parcel of land to the southeast (between the two rivers) would be the citadel, while the area in the south and southwest would be essentially a foreign country.
In brief, I see the city's history as follows: it was founded roughly 2,000 to 2,500 years ago as a trading outpost by a group of mercantile cities that were not interested in territorial conquest but instead planted colonies at strategic locations all over the continent, with the intent of forming a large trading network. About 1100 years ago, the city was conquered by a militaristic land-based empire whose rule was, at times, harsh. About 600 years ago, a small country led by a brilliant military tactician defeated the land-based empire and created a new, more enlightened, post-imperial realm. However, civil war broke out among his descendants, and Three Rivers traded hands numerous times over the course of decades of constant warfare. Eventually, things settled down a bit, until the barbarian and wandering monster infestation cut inter-city trade and communication for several centuries.
The city would be ruled by guilds. Each guild would be responsible for the supply and control of skilled and semi-skilled labor in a particular field; for example, there would be guilds for goldsmiths, armorers, brewers, various types of clothiers, etc. The guilds would choose the city's mayor. Some of these guilds would be more important than others, with the top dozen or so effectively forming an executive committee to "advise" the mayor. I anticipate that the inter- and intra-guild politics would be a major ongoing theme of my campaign. While I intend to give my players descriptions of maybe half a dozen guilds, I would intentionally keep a lot of this undeveloped for the time being so that my players can have input (for example, a player might want to be a member of a guild I had not considered, or it might be important to a PC's backstory that his father was a member of a particular guild and that this guild had had a problematic relationship with another guild, etc).
I also plan to build several different ethnic groups into the city. These wouldn't just be dwarves, elves, and so forth, but humans from different ancestral homelands. Notwithstanding the DMG's advice not to have more than 10 languages or so, I plan to have several local languages: the official language of the city (which would be that of the original trading network that founded the city); the court language of the militaristic, land-based empire, which would only ever have been known by the city's upper classes and would now be essentially a nearly-dead "classical" language; the "common" language of the militaristic, land-based empire, which would have been spoken by the empire's soldiers who settled on large country estates with the result that their language is now the primary language spoken in the countryside; the language of a small, tightly-knit ethnic group that immigrated to the city many centuries ago and generally tries to keep to itself while taking part in fairly menial occupations; and the language of a community of cosmopolitan, urban, upper middle class, academically-oriented people that seeded itself in all of the continent's major cities during the ascendancy of the militaristic, land-based empire.
The PCs would be recruited by the guilds to take part in expeditions to re-establish communication and trade with the outside world. I would expect their travels to become more and more ambitious as their power grows. For example, during the heroic tier, the PCs would primarily travel to relatively nearby cities and towns, but would explore to the outer edges of the continent during the paragon tier and throughout the world, and maybe even other planes, during the epic tier.
My big concern is how all this would play out during the actual adventures that the PCs took part in. That is, what's the point in sketching out all of the above if every adventure is essentially "Go into this dungeon and kill the bad guy/recover the treasure/rescue the princess"? I'm not great at designing my own adventures, but so far it seems like there aren't a hell of a lot of published adventures for 4E to choose from.
Also, I'd like to have an overall plot that gradually unfolds during the PC's careers. I'm just having trouble thinking about what that plot would be. The best thing I can come up with right now is that an order of people loyal to the now-defeated militaristic, land-based empire is trying to re-establish that empire, at the cost of the freedom of the cities throughout the continent. Maybe one or more of Three Rivers's guilds could be secretly in league with them. I'd be very grateful for some further thoughts on this or other ideas.
I'd be very interested in any and all feedback on any of the above. Thank you very much.
Manhattanguy